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RECON BY FIRE
BetaMax.
51
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Posted - 2013.01.31 17:16:00 -
[1] - Quote
Often times when I get a dropship down to 0 armor nothing happens. They kind of catch on fire and start to go down, but if theyre able to rep their armor before they hit the ground they typically survive. If they dont rep their armor then the ground typically gets credit for the kill and I only get an assist. This has happend 10 or more times for me now. Does it work like this for everyone else? |
RECON BY FIRE
BetaMax.
51
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Posted - 2013.02.02 23:59:00 -
[2] - Quote
Nobody else has this problem at all? |
KalOfTheRathi
CowTek
168
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Posted - 2013.02.03 02:08:00 -
[3] - Quote
Yes. I have [Request] in to give correct WP for Drop Ship kills.
I have taken one out with a Charge Sniper Rifle*.
I have done exactly as you described and gotten nothing. Although no DS has ever recovered from my successful attack. My failures don't count here, of course.
I had a single battle that I downed four DS and got two assists, nothing and one kill. Yet, I was the only one taking them down.
I have had the same problems with Swarms, Forge Gun and Large Rail Gun Turrets. So the resolution does not appear to be connected to the weapon one is shooting with.
You are not alone. Since I am not a Dev that may be of little consolation to you.
*The Charge SR kill was my funniest DS kill. I routinely shoot at the Gunners and occasionally will get a kill. I have been killed once being while Gunning as well. Anyway, I took my shot and got the +50, the DS maneuvered violently and went immediately into a building and down to the ground. It was hilarious to watch. I only wish I had a audio of their side of the exchange. I didn't count it as a complete miss because I got the kill but I would have loved something for the DS. At least I have my memories. |
Hexen Trickster
The Southern Legion
10
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Posted - 2013.02.03 11:45:00 -
[4] - Quote
The issue is the fact that dropships dont explode when they die, they hit the ground first. This gives the players in the dropship time to jump out and not die
While its a pain for the killer it kinda makes sence, since they are so open and vulnerable and are easly shot down. My breach forge gun takes down a dropship 1 shot easy. |
Vyzion Eyri
The Southern Legion
155
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Posted - 2013.02.03 13:42:00 -
[5] - Quote
The true story is we pilots conspire to set out dropships on fire when it looks like we're going down so you think we're gone but we aren't so you don't get war points so you don't see the benefits of shooting down dropships so WE CAN RULE THE SKIES UNPERTURBED. Lay off the the turrets, seriously. |
RECON BY FIRE
BetaMax.
51
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Posted - 2013.02.04 18:05:00 -
[6] - Quote
KalOfTheRathi wrote:Yes. I have [Request] in to give correct WP for Drop Ship kills. I have taken one out with a Charge Sniper Rifle*. I have done exactly as you described and gotten nothing. Although no DS has ever recovered from my successful attack. My failures don't count here, of course. I had a single battle that I downed four DS and got two assists, nothing and one kill. Yet, I was the only one taking them down. I have had the same problems with Swarms, Forge Gun and Large Rail Gun Turrets. So the resolution does not appear to be connected to the weapon one is shooting with. You are not alone. Since I am not a Dev that may be of little consolation to you. *The Charge SR kill was my funniest DS kill. I routinely shoot at the Gunners and occasionally will get a kill. I have been killed once being while Gunning as well. Anyway, I took my shot and got the +50, the DS maneuvered violently and went immediately into a building and down to the ground. It was hilarious to watch. I only wish I had a audio of their side of the exchange. I didn't count it as a complete miss because I got the kill but I would have loved something for the DS. At least I have my memories.
Glad Im not the only one.
Also, the bailout before the dropship goes down is cool, but if I just took the dropship down to 0 armor then I just blew that sucka up! Which means no one should be able to bailout since they should all be burnt and crispy now. |
Adstellarum
G I A N T
6
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Posted - 2013.02.04 20:15:00 -
[7] - Quote
maybe instead of it instantly blowing up when at 0 armor it they have 5 seconds before it blows up as that would give the dropship the realistic effect that the fuel line has caught fire... also i think that if a drop ship has shields and crashes into a building or ground unless the shields are rather low like just recovering from depletion they will absorb all that damage but no armor damage unless the low shields.. then there should be a formula for calculating the armor damage recieved from impacts with said objects if another player caused the ship to crash (i.e. from avoiding missiles but an impact registered from any substantial dmg source from another player like swarms or laser rifle or forge gun) it should give full ship destruction points as well as any applying kills... i think any infantry in the vehicle when it impacts unless the ship has enough shields to cover the damage (like the ship goes into armor damage) the infantry should also take some impact damage possibly even killing them if they don't have the required shields/armor to sustain the dmg from the blunt stopping force. i think small weapons fire from say a normal assault rifle or other weapon not a forge, swarm, HMG, laser rifle should not even put any dmg to ship shields unless the shields are low... i think they should also add in bleed effects like if a shield is low the enemy fire has chance to do dmg to armor while some shield stil remains |
RECON BY FIRE
BetaMax.
51
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Posted - 2013.02.05 01:59:00 -
[8] - Quote
Adstellarum wrote:maybe instead of it instantly blowing up when at 0 armor it they have 5 seconds before it blows up as that would give the dropship the realistic effect that the fuel line has caught fire... also i think that if a drop ship has shields and crashes into a building or ground unless the shields are rather low like just recovering from depletion they will absorb all that damage but no armor damage unless the low shields.. then there should be a formula for calculating the armor damage recieved from impacts with said objects if another player caused the ship to crash (i.e. from avoiding missiles but an impact registered from any substantial dmg source from another player like swarms or laser rifle or forge gun) it should give full ship destruction points as well as any applying kills... i think any infantry in the vehicle when it impacts unless the ship has enough shields to cover the damage (like the ship goes into armor damage) the infantry should also take some impact damage possibly even killing them if they don't have the required shields/armor to sustain the dmg from the blunt stopping force. i think small weapons fire from say a normal assault rifle or other weapon not a forge, swarm, HMG, laser rifle should not even put any dmg to ship shields unless the shields are low... i think they should also add in bleed effects like if a shield is low the enemy fire has chance to do dmg to armor while some shield stil remains
Nothing personal, but I think pretty much every one of those ideas are terrible. Especially if I blow up a dropship there should be no timeframe for "fuel lines to catch fire" or any other ridiculous nonsense. Blowing something up means its blown doggone up. Theres no in-between. The best reasoning I could see for a dropship to have a life-like effect of barreling out of control is for it to start falling at like eighth armor or somethin, and honestly thats not fair and balanced to dropship pilots. Its either flying or its dying. |
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